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Pojo's NeoPets Card of the Day
 


Image from Wizards Neopets site

  Frostbite

Hannah and the Ice Caves


Date Reviewed: 10.08.04 - 1 of 2


Average Rating: 3.6


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

Deke

Frostbite

Fate | Curse | Water

To play this, you need a Water Neopet.  This Neopet can't tap to move.

37/150 HatIC Rare

 

This curse is very similar to the effect of Turdle.  Like Turdle, it is doubtful that it will have any effect on cards like Poogle Racer or the new Faerie Poogle.  However, it will seriously hinder other pets.  Say for example you use a few of these after a Jhudora's Storm...

 

Rating:  It will be a useful card for some decks, and there will only be a few pets that you really can't use it effectively on.  It is increasingly powerful if you can move an opponent's pet first to a weak arena. 3.5 of 5.

 

Carrie Frostbite
Fate/Curse/Water
To play this, you need a Water Neopet. This Neopet can't tap to move.
Hannah and the Ice Caves 37/150 Rare
Rating: 3.7

Frostbite is our first Curse review, and it's another powerful addition to the Water faerie type. This Curse can be put on one of your opponent's Neopets, and stops them from tapping this Neopet to move, which fits right in with Water's theme of moving from arena to arena and preventing your opponent from doing so, or from untapping.

This Curse can be helpful, especially in Poogle Racer decks, or others that keep your opponent moving from arena to arena. Another great idea for this is to play it in a Villain deck, making your opponent fight your Villains instead of moving from arenas to avoid them. However I think the best combo for this card would be with Jhudora's Storm in a Fire/Water deck. Save up two or three copies of Frostbite, then use Jhudora's Storm to move your opponent's all to the same arena. Stick Frostbite on your opponents, keeping some or all of them stuck in one arena! Excellent!

Unfortunately, there are tons of cards already available to counter Curses.
With the addition of Medicines (Slorg Slime, Pickled Greeble Tongue, and Gracklebug Paste), Curses take a hit before they've even been seen in play.
Each Medicine allows a player to discard all Curses on their Neopets in a certain arena. Additionaly, Healing Springs, Fyora's Blessing, and Faeriecinths all strike down Curses.

One thing I'm not sure of at this point is whether you can trade in a cursed Neopet for a new one. If this is possible, Curses are a lot weaker than they first appear, and are more of a nuisance than a real threat. Either way, Frostbite is a great card to put in your Water deck to drive your opponent out of his or her mind.
 
mike2003
ekim
Frostbite
Fate | Curse | Water
"To play this, you need a Water Neopet.
This Neopet can't tap to move."

The second part of Fates is the Curse type, which creates some nasty effects for your opponent to deal with. When the set is released, you can bet we'll see some really cool Curses that will help decks wreak havoc on their opponents.

Today's card is very straight forward, I think. You play this when you have a Water Neopet out, and it dissallows your opponent to tap to move the Neopet you target. In my opinion, this is kind of a weak effect. Unless you're playing a Villain Stall/Lock deck (which generally doesn't use Water Neopets), your opponent won't need to move their Neopets around.

2/5 - There are some combos that you can utilize with this, but generally it isn't ALL that good. Personally, I would prefer to merely lock an arena rather than my opponent's Neopet. But if you can get their Graarl Gladiator into Agility and lock it there, you've made good use of this Fate.
 

 

   

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